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import { useState, useRef, useEffect, useCallback, useMemo } from 'react'
import { Play, Square, Download, Eraser, Loader2, Volume2 } from 'lucide-react'
interface AudioPlayerProps {
audio: Float32Array
samplingRate: number
text: string
index: number
voice?: string
}
function createWavBuffer(
audioData: Float32Array,
sampleRate: number
): ArrayBuffer {
const length = audioData.length
const buffer = new ArrayBuffer(44 + length * 2)
const view = new DataView(buffer)
// WAV header
const writeString = (offset: number, string: string) => {
for (let i = 0; i < string.length; i++) {
view.setUint8(offset + i, string.charCodeAt(i))
}
}
writeString(0, 'RIFF')
view.setUint32(4, 36 + length * 2, true)
writeString(8, 'WAVE')
writeString(12, 'fmt ')
view.setUint32(16, 16, true)
view.setUint16(20, 1, true)
view.setUint16(22, 1, true)
view.setUint32(24, sampleRate, true)
view.setUint32(28, sampleRate * 2, true)
view.setUint16(32, 2, true)
view.setUint16(34, 16, true)
writeString(36, 'data')
view.setUint32(40, length * 2, true)
// Convert float32 to int16
let offset = 44
for (let i = 0; i < length; i++) {
const sample = Math.max(-1, Math.min(1, audioData[i]))
view.setInt16(offset, sample < 0 ? sample * 0x8000 : sample * 0x7fff, true)
offset += 2
}
return buffer
}
interface CustomAudioVisualizerProps {
audio: Float32Array
isPlaying: boolean
currentTime: number
duration: number
height?: number
}
function CustomAudioVisualizer({
audio,
isPlaying,
currentTime,
duration,
height = 80
}: CustomAudioVisualizerProps) {
const canvasRef = useRef<HTMLCanvasElement>(null)
const containerRef = useRef<HTMLDivElement>(null)
// Memoize expensive calculations with smoothing
const waveformData = useMemo(() => {
if (!audio || audio.length === 0) return []
const samples = Math.min(audio.length, 1600) // Fixed high resolution
const step = audio.length / samples
const data = []
for (let i = 0; i < samples; i++) {
const sample = Math.abs(audio[Math.floor(i * step)])
data.push(sample)
}
// Apply smoothing filter
const smoothedData = []
const smoothingWindow = 3
for (let i = 0; i < data.length; i++) {
let sum = 0
let count = 0
for (
let j = Math.max(0, i - smoothingWindow);
j <= Math.min(data.length - 1, i + smoothingWindow);
j++
) {
sum += data[j]
count++
}
smoothedData.push(sum / count)
}
return smoothedData
}, [audio])
// Add resize observer for true responsiveness
const [containerWidth, setContainerWidth] = useState(800)
useEffect(() => {
const container = containerRef.current
if (!container) return
const resizeObserver = new ResizeObserver((entries) => {
for (const entry of entries) {
setContainerWidth(entry.contentRect.width)
}
})
resizeObserver.observe(container)
setContainerWidth(container.getBoundingClientRect().width)
return () => resizeObserver.disconnect()
}, [])
useEffect(() => {
const canvas = canvasRef.current
const container = containerRef.current
if (!canvas || !container || waveformData.length === 0) return
const ctx = canvas.getContext('2d')
if (!ctx) return
// Use state-tracked container width for responsive behavior
const displayWidth = containerWidth
const displayHeight = height
// Set high DPI for sharper rendering
const dpr = window.devicePixelRatio || 1
canvas.width = displayWidth * dpr
canvas.height = displayHeight * dpr
canvas.style.width = `${displayWidth}px`
canvas.style.height = `${displayHeight}px`
ctx.scale(dpr, dpr)
const samples = waveformData.length
// Clear canvas
ctx.clearRect(0, 0, displayWidth, displayHeight)
// Enable smoothing for better quality
ctx.imageSmoothingEnabled = true
ctx.imageSmoothingQuality = 'high'
// Draw waveform bars with full width and logarithmic scaling
const actualBars = Math.min(samples, displayWidth) // Use full width
const barWidth = displayWidth / actualBars
const gap = Math.max(0, barWidth * 0.1)
const effectiveBarWidth = Math.max(1, barWidth - gap)
for (let i = 0; i < actualBars; i++) {
const x = i * barWidth
const dataIndex = Math.floor((i / actualBars) * samples)
const sample = waveformData[dataIndex] || 0
// Logarithmic scaling for better speech visualization
// This makes quiet sounds (silence) very small and speech much more prominent
const minThreshold = 0.01 // Silence threshold
const logSample =
sample > minThreshold
? Math.log10(sample * 9 + 1) // Log scale: log10(sample * 9 + 1) ranges from 0 to 1
: sample * 0.1 // Very quiet for near-silence
const amplified = Math.pow(logSample * 3, 1.5) // Further emphasize speech
const barHeight = Math.max(2, amplified * displayHeight * 0.9)
const y = (displayHeight - barHeight) / 2
let barColor = '#6B7280'
if (duration > 0) {
const timePosition = (i / actualBars) * duration
if (isPlaying && timePosition <= currentTime) {
barColor = '#3B82F6'
} else if (isPlaying) {
barColor = '#9CA3AF'
}
}
ctx.fillStyle = barColor
ctx.fillRect(x, y, effectiveBarWidth, barHeight)
// Optional: Add rounded corners if supported
if (typeof ctx.roundRect === 'function') {
ctx.clearRect(x, y, effectiveBarWidth, barHeight)
ctx.beginPath()
const radius = Math.min(effectiveBarWidth / 4, 2)
ctx.roundRect(x, y, effectiveBarWidth, barHeight, radius)
ctx.fill()
}
}
// Draw progress line with gradient
if (isPlaying && duration > 0 && currentTime >= 0) {
const progressX = Math.min(
(currentTime / duration) * displayWidth,
displayWidth
)
// Create gradient for progress line
const gradient = ctx.createLinearGradient(0, 0, 0, displayHeight)
gradient.addColorStop(0, '#EF4444')
gradient.addColorStop(0.5, '#DC2626')
gradient.addColorStop(1, '#EF4444')
ctx.strokeStyle = gradient
ctx.lineWidth = 3
ctx.lineCap = 'round'
ctx.beginPath()
ctx.moveTo(progressX, 4)
ctx.lineTo(progressX, displayHeight - 4)
ctx.stroke()
}
}, [waveformData, isPlaying, currentTime, duration, height, containerWidth])
return (
<div ref={containerRef} className="w-full">
<canvas
ref={canvasRef}
className="w-full block"
style={{
width: '100%',
height: `${height}px`,
maxWidth: '100%',
display: 'block'
}}
/>
</div>
)
}
function AudioPlayer({
audio,
samplingRate,
text,
index,
voice
}: AudioPlayerProps) {
const [isPlaying, setIsPlaying] = useState(false)
const [currentTime, setCurrentTime] = useState(0)
const [duration, setDuration] = useState(0)
const audioRef = useRef<HTMLAudioElement>(null)
const audioContextRef = useRef<AudioContext | null>(null)
const sourceRef = useRef<AudioBufferSourceNode | null>(null)
const startTimeRef = useRef<number>(0)
const animationFrameRef = useRef<number | null>(null)
const visualizerRef = useRef<HTMLCanvasElement>(null)
const stopAudio = useCallback(() => {
if (sourceRef.current) {
sourceRef.current.stop()
sourceRef.current = null
}
if (animationFrameRef.current) {
cancelAnimationFrame(animationFrameRef.current)
animationFrameRef.current = null
}
setIsPlaying(false)
setCurrentTime(0)
}, [])
const playAudio = useCallback(async () => {
if (!audio || audio.length === 0) return
// Stop current audio if playing
if (isPlaying) {
stopAudio()
return
}
try {
// Create audio context if it doesn't exist
if (!audioContextRef.current) {
audioContextRef.current = new (window.AudioContext ||
(window as any).webkitAudioContext)()
}
const audioContext = audioContextRef.current
// Resume audio context if suspended
if (audioContext.state === 'suspended') {
await audioContext.resume()
}
// Create audio buffer
const audioBuffer = audioContext.createBuffer(
1,
audio.length,
samplingRate
)
audioBuffer.getChannelData(0).set(audio)
// Create audio source
const source = audioContext.createBufferSource()
source.buffer = audioBuffer
source.connect(audioContext.destination)
sourceRef.current = source
const audioDuration = audio.length / samplingRate
setDuration(audioDuration)
setIsPlaying(true)
startTimeRef.current = audioContext.currentTime
// Update current time during playback
const updateTime = () => {
if (sourceRef.current && audioContextRef.current) {
const elapsed =
audioContextRef.current.currentTime - startTimeRef.current
const newCurrentTime = Math.min(elapsed, audioDuration)
setCurrentTime(newCurrentTime)
if (elapsed < audioDuration) {
animationFrameRef.current = requestAnimationFrame(updateTime)
} else {
// Audio finished naturally
setIsPlaying(false)
setCurrentTime(0)
sourceRef.current = null
animationFrameRef.current = null
}
}
}
animationFrameRef.current = requestAnimationFrame(updateTime)
source.onended = () => {
if (animationFrameRef.current) {
cancelAnimationFrame(animationFrameRef.current)
animationFrameRef.current = null
}
setIsPlaying(false)
setCurrentTime(0)
sourceRef.current = null
}
source.start()
} catch (error) {
console.error('Error playing audio:', error)
setIsPlaying(false)
setCurrentTime(0)
}
}, [audio, samplingRate, isPlaying, stopAudio])
// Cleanup animation frame on component unmount
useEffect(() => {
return () => {
if (animationFrameRef.current) {
cancelAnimationFrame(animationFrameRef.current)
}
}
}, [])
const downloadAudio = useCallback(() => {
if (!audio || audio.length === 0) return
try {
const wavBuffer = createWavBuffer(audio, samplingRate)
const blob = new Blob([wavBuffer], { type: 'audio/wav' })
const url = URL.createObjectURL(blob)
const a = document.createElement('a')
a.href = url
a.download = `tts-output-${index + 1}.wav`
document.body.appendChild(a)
a.click()
document.body.removeChild(a)
URL.revokeObjectURL(url)
} catch (error) {
console.error('Error downloading audio:', error)
}
}, [audio, samplingRate, index])
return (
<div className="border border-gray-200 rounded-lg p-4 bg-gray-50">
<div className="mb-3">
<p className="text-sm text-gray-700 font-medium mb-2">
Prompt{voice ? ` (${voice})` : ''}:
</p>
<p className="text-sm text-gray-600 italic bg-white p-2 rounded border">
"{text}"
</p>
</div>
<div className="mb-3">
<div className="w-full border border-gray-200 rounded bg-gray-50 overflow-hidden">
{audio && audio.length > 0 ? (
<CustomAudioVisualizer
audio={audio}
isPlaying={isPlaying}
currentTime={currentTime}
duration={duration}
height={80}
/>
) : (
<div className="w-full h-20 flex items-center justify-center">
<span className="text-gray-400 text-sm">Loading waveform...</span>
</div>
)}
</div>
</div>
<div className="flex items-center gap-2">
<button
onClick={playAudio}
className="flex items-center gap-1 px-3 py-1 bg-blue-500 hover:bg-blue-600 text-white rounded text-sm transition-colors"
>
{isPlaying ? (
<>
<Square className="w-4 h-4" />
Stop
</>
) : (
<>
<Play className="w-4 h-4" />
Play
</>
)}
</button>
<button
onClick={downloadAudio}
className="flex items-center gap-1 px-3 py-1 bg-green-500 hover:bg-green-600 text-white rounded text-sm transition-colors"
>
<Download className="w-4 h-4" />
Download
</button>
{duration > 0 && (
<span className="text-xs text-gray-500 ml-2">
{currentTime.toFixed(1)}s / {duration.toFixed(1)}s
</span>
)}
</div>
</div>
)
}
export default AudioPlayer
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